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FAnimNode_LayeredBoneBlend::InvalidatePerBoneBlendWeights
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h
Invalidate the cached per-bone blend weights from the skeleton.
AnimGraphRuntime
void InvalidatePerBoneBlendWeights()
[]
FAnimNode_LayeredBoneBlend::SetBlendMask
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h
Set the blend mask for the specified input pose.
AnimGraphRuntime
void SetBlendMask ( int32 InPoseIndex, [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * InBlendMask )
[]
FAnimNode_LayeredBoneBlend::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_LayeredBoneBlend
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h
Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.
AnimGraphRuntime
struct FAnimNode_LayeredBoneBlend : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "FPoseLink", "name": "BasePose", "description": "The source pose" }, { "type": "bool", "name": "bBlendRootMotionBasedOnRootBone", "description": "Whether to incorporate the per-bone blend weight of the root bone when lending root motion" }, { "type": "bool", "name": "bHasRelevantPoses", "description": "" }, { "type": "TArray<TObject...", "name": "BlendMasks", "description": "The blend masks to use for our layer inputs." }, { "type": "ELayeredBoneBle...", "name": "BlendMode", "description": "Whether to use branch filters or a blend mask to specify an input pose per-bone influence" }, { "type": "TArray<FPoseLi...", "name": "BlendPoses", "description": "Each layer's blended pose" }, { "type": "TArray< float >", "name": "BlendWeights", "description": "The weights of each layer" }, { "type": "bool", "name": "bMeshSpaceRotationBlend", "description": "Whether to blend bone rotations in mesh space or in local space" }, { "type": "bool", "name": "bMeshSpaceScaleBlend", "description": "Whether to blend bone scales in mesh space or in local space" }, { "type": "TArray<FPerBon...", "name": "CurrentBoneBlendWeights", "description": "" }, { "type": "TEnumAsByte< en...", "name": "CurveBlendOption", "description": "How to blend the layers together" }, { "type": "TBaseBlendedCur...", "name": "CurvePoseSourceIndices", "description": "Per-curve source pose index." }, { "type": "TArray<FPerBon...", "name": "DesiredBoneBlendWeights", "description": "Transient data to handle weight and target weight this array changes based on required bones" }, { "type": "TArray<FInputB...", "name": "LayerSetup", "description": "Configuration for the parts of the skeleton to blend for each layer." }, { "type": "int32", "name": "LODThreshold", "description": "Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited" }, { "type": "TArray<FPerBon...", "name": "PerBoneBlendWeights", "description": "Per-bone weights for the skeleton." }, { "type": "uint16", "name": "RequiredBonesSerialNumber", "description": "Serial number of the required bones container." }, { "type": "FGuid", "name": "SkeletonGuid", "description": "Guids for skeleton used to determine whether the PerBoneBlendWeights need rebuilding." }, { "type": "FGuid", "name": "VirtualBoneGuid", "description": "Guid for virtual bones used to determine whether the PerBoneBlendWeights need rebuilding." } ]
FAnimNode_LayeredBoneBlend::FAnimNode_LayeredBoneBlend
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h
AnimGraphRuntime
FAnimNode_LayeredBoneBlend()
[]
FAnimNode_MakeDynamicAdditive::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_MakeDynamicAdditive::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_MakeDynamicAdditive::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_MakeDynamicAdditive::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_MakeDynamicAdditive::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_MakeDynamicAdditive
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
AnimGraphRuntime
struct FAnimNode_MakeDynamicAdditive : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "FPoseLink", "name": "Additive", "description": "Pose to make additive." }, { "type": "FPoseLink", "name": "Base", "description": "Reference pose for additive delta calculation." }, { "type": "bool", "name": "bMeshSpaceAdditive", "description": "Do additive delta calculation in mesh space." } ]
FAnimNode_MeshSpaceRefPose::EvaluateComponentSpace_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.h
Called to evaluate component-space bone transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
AnimGraphRuntime
virtual void EvaluateComponentSpace_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output )
[]
FAnimNode_MakeDynamicAdditive::FAnimNode_MakeDynamicAdditive
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MakeDynamicAdditive.h
AnimGraphRuntime
FAnimNode_MakeDynamicAdditive()
[]
FAnimNode_MeshSpaceRefPose::FAnimNode_MeshSpaceRefPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.h
AnimGraphRuntime
FAnimNode_MeshSpaceRefPose()
[]
FAnimNode_MeshSpaceRefPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.h
AnimGraphRuntime
struct FAnimNode_MeshSpaceRefPose : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[]
FAnimNode_Mirror::GetBlendTimeOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
How long to blend using inertialization when switching mirrored state.
AnimGraphRuntime
virtual float GetBlendTimeOnMirrorStateChange() const
[]
FAnimNode_Mirror::GetBoneMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should bones mirror.
AnimGraphRuntime
virtual bool GetBoneMirroring() const
[]
FAnimNode_Mirror::GetAttributeMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should attributes mirror (based on the bone mirroring data in the mirror data table)
AnimGraphRuntime
virtual bool GetAttributeMirroring() const
[]
FAnimNode_Mirror::GetCurveMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should the curves mirror.
AnimGraphRuntime
virtual bool GetCurveMirroring() const
[]
FAnimNode_Mirror::GetMirrorDataTable
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Get the MirrorDataTable.
AnimGraphRuntime
virtual [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * GetMirrorDataTable() const
[]
FAnimNode_Mirror::GetMirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Get Mirror State.
AnimGraphRuntime
virtual bool GetMirror() const
[]
FAnimNode_Mirror::GetResetChildOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Whether to reset (reinitialize) the child (source) pose when the mirror state changes.
AnimGraphRuntime
virtual bool GetResetChildOnMirrorStateChange() const
[]
FAnimNode_Mirror::SetAttributeMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if attributes mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetAttributeMirroring ( bool bInAttributeMirroring )
[]
FAnimNode_Mirror::SetBlendTimeOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set how long to blend using inertialization when switching mirrored state true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetBlendTimeOnMirrorStateChange ( float InBlendTime )
[]
FAnimNode_Mirror::SetBoneMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if bones mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetBoneMirroring ( bool bInBoneMirroring )
[]
FAnimNode_Mirror::SetMirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set Mirror State.
AnimGraphRuntime
virtual bool SetMirror ( bool bInMirror )
[]
FAnimNode_Mirror::SetCurveMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if curves mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetCurveMirroring ( bool bInCurveMirroring )
[]
FAnimNode_Mirror::SetResetChildOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set whether to reset (reinitialize) the child (source) pose when the mirror state changes true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetResetChildOnMirrorStateChange ( bool bInResetChildOnMirrorStateChange )
[]
FAnimNode_Mirror::SetMirrorDataTable
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set the MirrorDataTable.
AnimGraphRuntime
virtual bool SetMirrorDataTable ( [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable )
[]
FAnimNode_Mirror::FAnimNode_Mirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
AnimGraphRuntime
FAnimNode_Mirror()
[]
FAnimNode_Mirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
AnimGraphRuntime
struct FAnimNode_Mirror : public [FAnimNode_MirrorBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_MirrorBase)
[ { "type": "bool", "name": "bAttributeMirroring", "description": "" }, { "type": "bool", "name": "bBoneMirroring", "description": "" }, { "type": "bool", "name": "bCurveMirroring", "description": "" }, { "type": "float", "name": "BlendTime", "description": "Inertialization blend time to use when transitioning between mirrored and unmirrored states." }, { "type": "bool", "name": "bMirror", "description": "" }, { "type": "bool", "name": "bResetChild", "description": "Whether to reset (reinitialize) the child (source) pose when the mirror state changes." }, { "type": "TObjectPtr<UMi...", "name": "MirrorDataTable", "description": "" } ]
FAnimNode_MirrorBase::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_MirrorBase::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_MirrorBase::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_MirrorBase::GetAttributeMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should attributes mirror (based on the bone mirroring data in the mirror data table)
AnimGraphRuntime
virtual bool GetAttributeMirroring() const
[]
FAnimNode_MirrorBase::GetBoneMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should bones mirror.
AnimGraphRuntime
virtual bool GetBoneMirroring() const
[]
FAnimNode_MirrorBase::GetBlendTimeOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
How long to blend using inertialization when switching mirrored state.
AnimGraphRuntime
virtual float GetBlendTimeOnMirrorStateChange() const
[]
FAnimNode_MirrorBase::GetCurveMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should the curves mirror.
AnimGraphRuntime
virtual bool GetCurveMirroring() const
[]
FAnimNode_MirrorBase::GetMirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Get Mirror State.
AnimGraphRuntime
virtual bool GetMirror() const
[]
FAnimNode_MirrorBase::GetMirrorDataTable
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Get the MirrorDataTable.
AnimGraphRuntime
virtual [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * GetMirrorDataTable() const
[]
FAnimNode_MirrorBase::GetSourceLinkNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
This only used by custom handlers, and it is advanced feature.
AnimGraphRuntime
virtual [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetSourceLinkNode()
[]
FAnimNode_MirrorBase::SetBlendTimeOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set how long to blend using inertialization when switching mirrored state true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetBlendTimeOnMirrorStateChange ( float InBlendTime )
[]
FAnimNode_MirrorBase::SetAttributeMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if attributes mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetAttributeMirroring ( bool bInAttributeMirroring )
[]
FAnimNode_MirrorBase::GetResetChildOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Whether to reset (reinitialize) the child (source) pose when the mirror state changes.
AnimGraphRuntime
virtual bool GetResetChildOnMirrorStateChange() const
[]
FAnimNode_MirrorBase::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_MirrorBase::SetCurveMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if curves mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetCurveMirroring ( bool bInCurveMirroring )
[]
FAnimNode_MirrorBase::SetBoneMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if bones mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetBoneMirroring ( bool bInBoneMirroring )
[]
FAnimNode_MirrorBase::SetMirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set Mirror State.
AnimGraphRuntime
virtual bool SetMirror ( bool bInMirror )
[]
FAnimNode_MirrorBase::SetResetChildOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set whether to reset (reinitialize) the child (source) pose when the mirror state changes true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetResetChildOnMirrorStateChange ( bool bInResetChildOnMirrorStateChange )
[]
FAnimNode_MirrorBase::SetMirrorDataTable
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set the MirrorDataTable.
AnimGraphRuntime
virtual bool SetMirrorDataTable ( [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable )
[]
FAnimNode_MirrorBase::SetSourceLinkNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
This only used by custom handlers, and it is advanced feature.
AnimGraphRuntime
virtual void SetSourceLinkNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * NewLinkNode )
[]
FAnimNode_MirrorBase::FAnimNode_MirrorBase
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
AnimGraphRuntime
FAnimNode_MirrorBase()
[]
FAnimNode_MirrorBase::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_MirrorBase
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
AnimGraphRuntime
struct FAnimNode_MirrorBase : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "FPoseLink", "name": "Source", "description": "" } ]
FAnimNode_Mirror_Standalone::GetAttributeMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should attributes mirror (based on the bone mirroring data in the mirror data table)
AnimGraphRuntime
virtual bool GetAttributeMirroring() const
[]
FAnimNode_Mirror_Standalone::GetBlendTimeOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
How long to blend using inertialization when switching mirrored state.
AnimGraphRuntime
virtual float GetBlendTimeOnMirrorStateChange() const
[]
FAnimNode_Mirror_Standalone::GetBoneMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should bones mirror.
AnimGraphRuntime
virtual bool GetBoneMirroring() const
[]
FAnimNode_Mirror_Standalone::GetMirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Get Mirror State.
AnimGraphRuntime
virtual bool GetMirror() const
[]
FAnimNode_Mirror_Standalone::GetCurveMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Should the curves mirror.
AnimGraphRuntime
virtual bool GetCurveMirroring() const
[]
FAnimNode_Mirror_Standalone::GetResetChildOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Whether to reset (reinitialize) the child (source) pose when the mirror state changes.
AnimGraphRuntime
virtual bool GetResetChildOnMirrorStateChange() const
[]
FAnimNode_Mirror_Standalone::GetMirrorDataTable
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Get the MirrorDataTable.
AnimGraphRuntime
virtual [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * GetMirrorDataTable() const
[]
FAnimNode_Mirror_Standalone::SetAttributeMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if attributes mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetAttributeMirroring ( bool bInAttributeMirroring )
[]
FAnimNode_Mirror_Standalone::SetBlendTimeOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set how long to blend using inertialization when switching mirrored state true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetBlendTimeOnMirrorStateChange ( float InBlendTime )
[]
FAnimNode_Mirror_Standalone::SetCurveMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if curves mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetCurveMirroring ( bool bInCurveMirroring )
[]
FAnimNode_Mirror_Standalone::SetMirror
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set Mirror State.
AnimGraphRuntime
virtual bool SetMirror ( bool bInMirror )
[]
FAnimNode_Mirror_Standalone::SetMirrorDataTable
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set the MirrorDataTable.
AnimGraphRuntime
virtual bool SetMirrorDataTable ( [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable )
[]
FAnimNode_Mirror_Standalone::SetResetChildOnMirrorStateChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set whether to reset (reinitialize) the child (source) pose when the mirror state changes true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetResetChildOnMirrorStateChange ( bool bInResetChildOnMirrorStateChange )
[]
FAnimNode_Mirror_Standalone::SetBoneMirroring
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
Set if bones mirror true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
AnimGraphRuntime
virtual bool SetBoneMirroring ( bool bInBoneMirroring )
[]
FAnimNode_Mirror_Standalone::FAnimNode_Mirror_Standalone
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
AnimGraphRuntime
FAnimNode_Mirror_Standalone()
[]
FAnimNode_Mirror_Standalone
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
AnimGraphRuntime
struct FAnimNode_Mirror_Standalone : public [FAnimNode_MirrorBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_MirrorBase)
[ { "type": "bool", "name": "bAttributeMirroring", "description": "" }, { "type": "bool", "name": "bBoneMirroring", "description": "" }, { "type": "bool", "name": "bCurveMirroring", "description": "" }, { "type": "float", "name": "BlendTime", "description": "Inertialization blend time to use when transitioning between mirrored and unmirrored states." }, { "type": "bool", "name": "bMirror", "description": "" }, { "type": "bool", "name": "bResetChild", "description": "Whether to reset (reinitialize) the child (source) pose when the mirror state changes." }, { "type": "TObjectPtr<UMi...", "name": "MirrorDataTable", "description": "" } ]
FAnimNode_ModifyCurve::AddCurve
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
Add new curve being modified
AnimGraphRuntime
void AddCurve ( const [FName](API\Runtime\Core\UObject\FName) & InName, float InValue )
[]
FAnimNode_ModifyCurve::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_ModifyCurve::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_ModifyCurve::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_ModifyCurve::RemoveCurve
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
Remove a curve from being modified
AnimGraphRuntime
void RemoveCurve ( int32 PoseIndex )
[]
FAnimNode_ModifyCurve::operator=
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
AnimGraphRuntime
[FAnimNode_ModifyCurve](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_ModifyCurve) & operator= ( const [FAnimNode_ModifyCurve](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_ModifyCurve) & )
[]
FAnimNode_ModifyCurve::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_ModifyCurve::FAnimNode_ModifyCurve
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
AnimGraphRuntime
FAnimNode_ModifyCurve()
[]
FAnimNode_ModifyCurve::FAnimNode_ModifyCurve
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
AnimGraphRuntime
PRAGMA_DISABLE_DEPRECATION_WARNINGS FAnimNode_ModifyCurve ( const [FAnimNode_ModifyCurve](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_ModifyCurve) & )
[]
FAnimNode_ModifyCurve
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ModifyCurve.h
Easy way to modify curve values on a pose
AnimGraphRuntime
struct FAnimNode_ModifyCurve : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "float", "name": "Alpha", "description": "" }, { "type": "EModifyCurveApp...", "name": "ApplyMode", "description": "" }, { "type": "TMap<FName, fl...", "name": "CurveMap", "description": "" }, { "type": "TArray<FName>", "name": "CurveNames", "description": "" }, { "type": "TArray< float >", "name": "CurveValues", "description": "" }, { "type": "FBlendedHeapCur...", "name": "LastCurve", "description": "" }, { "type": "FPoseLink", "name": "SourcePose", "description": "" } ]
FAnimNode_MultiWayBlend::AddPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
AnimGraphRuntime
int32 AddPose()
[]
FAnimNode_MultiWayBlend::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_MultiWayBlend::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_MultiWayBlend::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_MultiWayBlend::GetTotalAlpha
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
AnimGraphRuntime
float GetTotalAlpha() const
[]
FAnimNode_MultiWayBlend::RemovePose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
AnimGraphRuntime
void RemovePose ( int32 PoseIndex )
[]
FAnimNode_MultiWayBlend::ResetPoses
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
AnimGraphRuntime
void ResetPoses()
[]
FAnimNode_MultiWayBlend::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_MultiWayBlend::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_MultiWayBlend::FAnimNode_MultiWayBlend
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
AnimGraphRuntime
FAnimNode_MultiWayBlend()
[]
FAnimNode_MultiWayBlend
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h
This represents a baked transition.
AnimGraphRuntime
struct FAnimNode_MultiWayBlend : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "FInputScaleBias", "name": "AlphaScaleBias", "description": "" }, { "type": "bool", "name": "bAdditiveNode", "description": "" }, { "type": "bool", "name": "bNormalizeAlpha", "description": "" }, { "type": "TArray< float >", "name": "DesiredAlphas", "description": "" }, { "type": "TArray<FPoseLi...", "name": "Poses", "description": "" } ]
FAnimNode_PoseBlendNode::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_PoseBlendNode::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_PoseBlendNode::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Initialize function for setup purposes
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_PoseBlendNode::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_PoseBlendNode::RebuildPoseList
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Rebuild pose list
AnimGraphRuntime
virtual void RebuildPoseList ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer, const [UPoseAsset](API\Runtime\Engine\Animation\UPoseAsset) * InPoseAsset )
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FAnimNode_PoseBlendNode::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Update method for the asset player, to be implemented by derived classes
AnimGraphRuntime
virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
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FAnimNode_PoseBlendNode::FAnimNode_PoseBlendNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
AnimGraphRuntime
FAnimNode_PoseBlendNode()
[]
FAnimNode_PoseBlendNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseBlendNode.h
Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.
AnimGraphRuntime
struct FAnimNode_PoseBlendNode : public [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler)
[ { "type": "EAlphaBlendOpti...", "name": "BlendOption", "description": "Type of blending used (Linear, Cubic, etc.)" }, { "type": "TObjectPtr<UCu...", "name": "CustomCurve", "description": "If you're using Custom BlendOption, you can specify curve" }, { "type": "FPoseLink", "name": "SourcePose", "description": "" } ]
FAnimNode_PoseByName::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseByName.h
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]